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Bucko
01-21-2003, 10:43 PM
I'd like to create a crater on a surface.
I use the infinte plane (Floor) object first.
Then I've tried various tricks such as Booleans, layered textures with alphas etc to get a hole in which I canb put the polygonal crater object but no luck.
The floor would have some kind of Bhodinut procedural on it but is there a way to create a texture that adds nothing but a limited region of see through to objects beneath?

kiwi
01-22-2003, 03:21 AM
I kind of get what you are saying.....umm for a crater surface I would use a bezier nurbs,model your craters,then you know how they will look with a material on it.Oh ya floor objects are non editable so you cant use a bool :) {as far as I can remember that is}



Stu.

Bucko
01-22-2003, 04:59 PM
Crater object is no problem but I fail to create a hole in the plain.
I have also tried this:
Create surface material
Fiddle with SLA stuff in Diffuse, Bump etc to get nonrepeating material.
Put a circular map in alpha to punch a hole.

If Tiling is on my material and hole will tile all the way to the horizon.
If Tiling is off only a square the size of my alpha will render, outside of that everything is gray.

Bucko
01-22-2003, 05:09 PM
Solved it!
I use Proximal in the alpha and step as a function.
This way I can have tiling enabled and still have only one hole.
Now, I am only wondering how the Proximal radius is actually determined.
My proximal object is a Null so it obviiously has not dimension, radius etc. The infinite plain has no dimensions either so how does Proximal determine what radius to use?
Scaling the texture tag will not affect the circle I see.

Per-Anders
01-22-2003, 06:15 PM
%=m normally with proximal

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